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About The Pull Request For an item to be two handed just add this handy component. All existing two handed items have been converted to use this component. Why It's Good For The Game It has components and signals, and now you can make items two handed so simply. /obj/item/shockpaddles/ComponentInitialize() . = ..() AddComponent(/datum/component/two_handed)
32 lines
1.8 KiB
Plaintext
32 lines
1.8 KiB
Plaintext
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/datum/surgery/amputation
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name = "Amputation"
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steps = list(/datum/surgery_step/incise, /datum/surgery_step/clamp_bleeders, /datum/surgery_step/retract_skin, /datum/surgery_step/saw, /datum/surgery_step/clamp_bleeders, /datum/surgery_step/sever_limb)
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target_mobtypes = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
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possible_locs = list(BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG, BODY_ZONE_HEAD)
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requires_bodypart_type = 0
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/datum/surgery_step/sever_limb
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name = "sever limb"
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implements = list(/obj/item/shears = 300, TOOL_SCALPEL = 100, TOOL_SAW = 100, /obj/item/melee/arm_blade = 80, /obj/item/fireaxe = 50, /obj/item/hatchet = 40, /obj/item/kitchen/knife/butcher = 25)
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time = 64
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experience_given = MEDICAL_SKILL_ORGAN_FIX
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/datum/surgery_step/sever_limb/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(user, target, "<span class='notice'>You begin to sever [target]'s [parse_zone(target_zone)]...</span>",
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"<span class='notice'>[user] begins to sever [target]'s [parse_zone(target_zone)]!</span>",
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"<span class='notice'>[user] begins to sever [target]'s [parse_zone(target_zone)]!</span>")
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/datum/surgery_step/sever_limb/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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var/mob/living/carbon/human/L = target
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display_results(user, target, "<span class='notice'>You sever [L]'s [parse_zone(target_zone)].</span>",
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"<span class='notice'>[user] severs [L]'s [parse_zone(target_zone)]!</span>",
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"<span class='notice'>[user] severs [L]'s [parse_zone(target_zone)]!</span>")
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if(surgery.operated_bodypart)
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var/obj/item/bodypart/target_limb = surgery.operated_bodypart
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target_limb.drop_limb()
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if(user.mind)
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user.mind.adjust_experience(/datum/skill/medical, experience_given)
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return ..()
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